Legiones Astartes – KhÂrn The Bloody
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  • KhÂrn The Bloody 175 pts
Captain of the World Eaters 8th Assault Company, The Twice Un-slain, The Ender
UNIT COMPOSITION: 1 KHÂRN THE BLOODY

Although a skilled warrior and duellist, Khârn was but a line captain at the time of Angron’s rediscovery by the Imperium, yet soon rose to become his Primarch’s equerry and one of the few individuals whose counsel he ever heeded. While the crude cybernetic implants, known as the Butcher’s Nails, drove Angron ever further into bloodlust and rebellion, it was Khârn who acted as the voice of reason, often managing to bring his master back from the brink of insanity and curbing the worst of his bloody excesses. But Khârn was by no means immune to the cancerous rage which afflicted his Legion, and it was upon the ravaged surface of Isstvan III, as the World Eaters turned on their brothers, that he first surrendered himself fully to the bloodshed and slaughter. At the height of the battle, Khârn fell during a confrontation with Garviel Loken of the Sons of Horus, impaled upon the ram of a Land Raider and left for dead by his own comrades, but somehow he survived. His eventual return to the front line was seen by many of the World Eaters as nothing short of miraculous and further enhanced his legend within his Legion, and seemed to many a sure sign that he still had some dark destiny yet to achieve in the bloody days to come.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Khârn the Bloody (⌀32mm) 10 - - -
Khârn the Bloody (⌀32mm) 7 7 5 4 4 3 5 4 10 - - - 2+ -
WARGEAR
  • The Cutter
  • Plasma pistol
  • Frag grenades
  • Krak grenades
  • Artificer armour
  • Iron halo
TRAITS
  • World Eaters
SPECIAL RULES
  • Legiones Astartes (World Eaters)
  • Relentless
  • Independent Character
  • Master of the Legion
  • Rampage(3)
  • Precision Strikes (4+)
  • Traitor
  • Warlord: Savage Assault
TYPE
OPTIONS
  • If Angron is not part of the army, Khârn the Bloody may exchange The Cutter for Gorechild for +35 points
WARGEAR

The Cutter

Khârn was the master of many weapons, from the baleful and crude instruments of the arena to crackling power sabres, but favoured most modified chainaxes and ripper blades. One such he simply called ‘The Cutter’ he carried into battle against many foes during the Great Crusade and later turned on his former brothers.

The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
+1
3
Melee, Shred, Rending (4+), Murderous Strike (6+)
SPECIAL RULES

Warlord: Savage Assault

If chosen as the army’s Warlord, Khârn the Bloody automatically has Savage Assault as his Warlord Trait and may not select any other.

Savage Assault – No enemy unit may declare a Reaction against a Charge made by a unit that includes Khârn the Bloody, unless the unit targeted by that Charge includes a model with the Primarch Unit Type. In addition, an army with Khârn the Bloody as its Warlord may make an additional Advance Reaction during the opposing player’s Movement phase as long as Khârn the Bloody has not been removed as a casualty.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Army List
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Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Plasma pistol

R
FP
RS
AP
D
Special Rules
Traits
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Chain Weapons

These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.

All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Chainsword
Chainsword
-
User
-
Melee, Shred
-
Heavy chainsword
Heavy chainsword
-
+2
-
Melee, Shred, Two-handed
-
Chainaxe
Chainaxe
-
+1
-
Melee, Shred
-
Chainfist
Chainfist
-
x2
2
Melee, Armourbane (Melee), Unwieldy
-
Gravis chainfist
Gravis chainfist
-
10
2
Melee, Armourbane (Melee), Murderous Strike (5+)
-
Chain bayonet
Chain bayonet
-
+1
-
Melee, Two-handed, Shred
-
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.

Gorechild

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly by Angron’s consummate skill as a fighter.

Weapon listed here is counted as ‘Chain’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
+1
2
Melee, Specialist Weapon, Armourbane (Melee), Murderous Strike (3+), Shred
Legiones Astartes (World Eaters)
All models with this special rule are subject to the following provisions:

VIOLENCE INCARNATE
On any turn in which a unit with this special rule makes a successful Charge it gains +1 Attack for the remainder of that turn in addition to any other bonuses, even if that Charge is considered a Disordered Charge.

The Butcher’s Panoply
Models with this special rule gain access to unique Wargear options (see The Armoury of the World Eaters).

World Eaters Berserkers
A model with the Legiones Astartes (World Eaters) special rule gains access to the World Eaters Berserkers upgrade, as detailed in The Armoury of the World Eaters.

Hounds Of War
A Warlord with this special rule may select a Warlord Trait from the World Eaters Warlord Trait list.

The Cutter

Khârn was the master of many weapons, from the baleful and crude instruments of the arena to crackling power sabres, but favoured most modified chainaxes and ripper blades. One such he simply called ‘The Cutter’ he carried into battle against many foes during the Great Crusade and later turned on his former brothers.

The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
+1
3
Melee, Shred, Rending (4+), Murderous Strike (6+)
Warlord: Savage Assault
If chosen as the army’s Warlord, Khârn the Bloody automatically has Savage Assault as his Warlord Trait and may not select any other.

Savage Assault – No enemy unit may declare a Reaction against a Charge made by a unit that includes Khârn the Bloody, unless the unit targeted by that Charge includes a model with the Primarch Unit Type. In addition, an army with Khârn the Bloody as its Warlord may make an additional Advance Reaction during the opposing player’s Movement phase as long as Khârn the Bloody has not been removed as a casualty.
© Vyacheslav Maltsev 2013-2026